

It’s way more normal-sounding than “Scholar of the First Sin”


It’s way more normal-sounding than “Scholar of the First Sin”
No, it’s “Make mistakes!”


Episode 63 of Welcome to Nightvale is called There Is No Part 1: Part 2.
It’s a podcast, but it does fit your requirement more precisely than perhaps any videogame.


Opassan


No, they’re saying “a possum”
Isekai but it’s every single member of the population
And each one got stuffed into a different genre but they all still have to interact with each other
So much character growth in this post
Pretty sure Krukenberg was a cenobite


Ohhhh. Yeah I did wonder.


Weep with them, as one in France


I really wanted them to lead into a retelling of TOS. Oh jeez, a modern retelling of City on the Edge of Forever?
That kinda just seems like you’re playing the game for them.
Another core philosophy is to paint with a broad stroke, and to leave holes.
If a player is looking at an object and thinks “this should do something”, they’re right.
I only gave one example of something that might go wrong. Here are a few more:
All of these lead to more interesting story and play, and most importantly, bring the players into what was always meant to be collaborative storytelling.
Throw out the book. Nothing is meant to be anything, unless it is interesting and engaging.
There’s nothing more boring than “yep, nothing there” or “haha sucker, that’ll teach you for not rolling on every single door and cobblestone”.
I like your username
I really dig the PBTA model.
The door is not trapped.
The player is suspicious of the door.
The player rolls to determine if the door is trapped.
On a failure, it turns out the door was trapped and now there are interesting consequences.
On a success, it turns out that the door was trapped and the player feels good about avoiding the consequences.
Every outcome is inherently more interesting.
One might say inert.
Hell yeah.